ENDLESS™ Space is a turn-based 4X strategy game, covering the space colonization age in the ENDLESS™ Universe. You control every aspect of your civilization as you strive for galactic dominion.
i just started to Play Endless Space anbd i like it very much.
Now i want to try a few Mods. But i dont want change too much. So i thought about the Imperium Aeterna or Ultima Ratio Mod. Can me tell someone if this Mods are still working fine with the newest Version 1.1.9?
Summary: "A Galaxy of Endless Diversity (AGED) adds new content to Endless Space, with the aim of diversifying the options available to the player. AGED adds eight (8) new planet types to Endless Space, each with at least one unique planetary or star system improvement associated with that planet. Along with these new planets, of course, come several new technologies unlocking the ability to colonize and/or terraform these new worlds. AGED also adds several new anomalies, technologies, and planetary/star system improvements not directly linked to these new planets, while also adding some custom flare and further colorization to some of the game's text and faction color schemes.
A Galaxy of Endless Diversity is visually styled to fit seamlessly within Endless Space's existing graphical style. Each planet type has been carefully crafted as not to appear out of place in the Endless Space universe, just as the various User Interface (UI) components have been designed to fit within the Endless Space UI without seeming as though they do not belong. Painstaking detail, much of it contributed by others in the modding community, has been given to completing the flavor text and descriptions associated with the new additions of the mod, creating, I hope, a completely immersive experience that makes the player forget he or she has even activated a mod to begin with!"
Just a small mod (my first one ever) intended to make terraforming more realistic. I just deleted some terraforming options that are not realistic. So now it is no more possible to convert a lava planet into an arctic planet or a dry planet into a waterworld etc. in one step.
The mod is based on v. 1.0.49 of the game. I tested it with 1.0.60. Since I only changed two files, the only conceivable problems with v. 60 would concern a bugfix with the sowers. As it happened, I tested the mod with the sowers and had no probs.
With v. 65, the new feature of gas giant terraforming will not be available if you use this mod. But should it be?
Last update--5-31-2014. Yup, I'm one of the ghosts still lingering around here, heh heh.
Tiax's Anomaly Overhaul
Version Note: Updates are available for Disharmony--check the version history to get the right one for you. I will continue to update the mod for vanilla and disharmony in parallel. I DO NOT have the Vaulter faction, but I can still edit them to include the new changes, so keep an eye on them for issues.
Intro: I got bored and somewhat disenchanted with the current anomaly reductions being Adaptive Colonies and Soil Revivification. Many anomalies mention using certain technologies (or something similar to them) that a faction may not have even researched yet. I figured, "Why put all of the anomaly reductions on two little areas? Wouldn't High-Energy Magnetics or maybe Hypermagnetics be more suited to unlock the fix for Strong Magnetic Fields?"
What this mod does: The original game has 51 anomalies. This mod brings the total up to 115 with several tiers of upgrades for most anomalies. Only 2 anomalies have no upgrades, and one of those anomalies is an end-point for other anomaly upgrades. Reductions no longer come from only Adaptive Colonies/Soil Revivification (though there are many still used by these techs). Hovering over individual techs will show a list of their reductions.
Adds 60 new anomalies to the game. Every anomaly (old and new) has been re-worked to unlock their respective "reductions" at appropriate technology levels. The unlocks can be quite cheap (for reductions opened at Xenology for example) or expensive for higher level techs. 97% of the anomalies have been rewritten to have multiple 'reductions'--for example, rich soil has four different unlocks now, each boosting the planet's food production as more food-centric technology is unlocked.
Some anomalies were given a boost; as an example, Strong Magnetic Field has a reduction that gives a defense bonus to the star system. Some anomalies were made as prior steps to others, such as Unfriendly Locals and Neutral Locals upgrading into Friendly Locals (and beyond).
NOTE ON GALAXY CREATION--I upped the number of star systems on Huge to 120. This shouldn't bring too much slowdown on your loading unless you like a lot of warp lanes.
Loading Huge maps with max planets (something that can be easily modded) can take 5-10 minutes to load depending on your computer. Having so many planets with anomalies seems to bog the loading down a bit. If you enhance your galaxygeneration like I do and add maps with 160-240 stars, it will take around the same time as normal to load them (10-20 minutes). Afterwards, there is no slowdown to the game, nor when loading or saving. The biggest loading issue normally is the game testing each warp lane and wormhole against every single other one to make sure there is consistency; second is planet generation, and third is anomaly and wonder placement.
This mod requires a new galaxy, obviously. :-)
Anomaly Color Guide:
Red: No current benefits, all effects are negative.
Orange: Negative effects and positive effects.
Green: All effects are beneficial.
White: No effect until appropriate reduction is applied.
Grey (v1.0.4): Highest-tier reduction, no effects (ex: Cleared Radiation).
Purple: Highest-tier reduction, cannot be further reduced.
Planet Expansion
Planet expansion improvements allow you to terraform your planets (and asteroid fields) up to the next size. Very simple, very straightforward.
Adds the planet expansion terraformations to the following techs:
Advanced Warp Gravitics (Tiny to Small)
Exotic Thermodynamics (Small to Medium)
Negative Mass Mechanics (Medium to Large)
Sustainable Supercities (Large to Huge)
Anomaly Traits: Added several new anomaly traits so you can begin your game with one of the new anomalies (or an old one that wasn't available until now). Just a side note, if you choose Garden of Eden, it will allow you to pick another anomaly. DON'T pick more than one in that case. It's the only weird little exception that I haven't quite figured out, but it doesn't hurt anything.
I did NOT add ALL of the anomalies to the trait list--some of them just don't make any sense for a home planet, while some are either too good to start with or too horrible. However, if anyone speaks up and says they want them, I'll add them!
...
v.1.0.0: (TiaxPlanetEXAnomalyOH)
Initial release of this set.
v1.0.1: (named changed to TiaxModv1.0.1)
Adds Orbital Techs from Imperium Aeterna and their system improvements
Adds Asteroid Field-to-Barren Improvement from Imperium Aerterna to the following tech:
Deuyivan Construction
Note--if you load a prior save and have ALREADY researched Deuyivan Construction, you WILL NOT unlock the ability to change asteroid fields to barren. If you load a save where you haven't researched it yet, it WILL unlock the transformation when you do.
v1.0.2:
Adds 17 additional anomalies and 4 that have the same name, but different end results through reductions. So far, counting all the possible anomalies, this brings the game up to 119.
Edited files to actually allow the most recent anomalies from Amplitude (Hostile Dust, Endless Trouble, and Humeris Insidentes). They have not been edited but will be in a future update.
Changed coloration of anomaly names to be brighter and edited some of the previously added anomalies to include prefabs from the three recent Amplitude anomalies.
Numerous little bugs fixed where I simply missed some reductions on the tech trees.
v1.0.3:
Fixed multiple incorrectly placed or forgotten anomaly reductions that were not applied to race-specific technologies.
Added AI Parameters to all anomaly reductions from 55-114 (which includes a big chunk of the original anomalies in 1.0.0). Now, your AI opponents will be much more prepared to face these anomalies.
Added AI Parameters to Imperium Aeterna's orbital stations. I set the parameters low for the military outpost, planetary rings, and dyson sphere--these take so long to create that I did not want the AI focusing on them when they need low-cost improvements.
I have NOT added AI Parameters for planetary expansion (sizes) or creation (asteroids to barren), simply because the AI shouldn't be spending most of their time on them. I may add them later but give them low weights like the upper-tier orbital stations.
Fixed a massive amount of missing reductions. I'm surprised I haven't caught them yet, but I also realized I don't play certain factions at all, so I haven't noticed their issues until now.
ower:Added compatibility for Disharmony (TiaxModDisharmonyV1.0.3).
v1.0.4
Added a ton of new anomaly custom faction traits, including a super-awesome one (you'll know when you see it). NOTE: Picking Garden of Eden will not grey-out the others; don't pick more than one in that case. It's a harmless issue that I haven't figured out, but it won't cause any issues, so long as you don't pick another anomaly. Plus, you're just throwing away faction points if you do.
ower:Added compatibility for Disharmony (TiaxModDisharmonyV1.0.4).
v1.0.4 Disharmony Hotfix
Anomaly reductions were not properly applied to atmospheric engineering. If you are playing a game where you haven't researched Atmospheric Engineering yet, redownloading v1.0.4 will fix your game. If you have already researched atmospheric engineering, you won't be able to fully reduce 4 of the anomalies (Acid Rain, Endless Factories, one of the Recent Impacts, and Carbon Planet). Thanks to InFlamesWeTrust for the catch! I have applied the patch to the original file.
Future Plans?
Racial reductions: How about turning those "Friendly Locals" into "Juicy Morsels" for the craver faction? How about United Empire turning the same locals into "Enslaved Populace," and then having the Pilgrims come along and turn them back into friendly locals? It's all possible, just takes some time to code. In particular, the Harmony could really use some focus--it's easy to have their reductions destroy the dust, but not the other benefits (and yes, it would be permanent)!
Some proper reductions on the three last vanilla anomalies (Hostile Dust, Endless Trouble, and Humeris Insideres).
More unique planets--seeing how Auriga works, I could potentially make some more unique planets. Mecatol Rex, anyone? I'm considering putting Event Horizon on a unique planet, considering it's final reduction is fairly powerful.
More wonders are easy to make. Just don't have any really good ideas yet.
To Quote davea:
I wish everybody who used the forum attachment system would add these instructions. If you cannot download:
Summary: This mod adds many new faction traits to the game, most of them expansions on the traits included in the base game. See the main thread for details and download.
Summary: Makes the pirate faction available for use as an appearance for a custom faction. It does not alter the gameplay whatsoever or the game balance in any way. Due to system limitations it will not appear on the appearance dropdown but if you start with the pirate faction and set the affinity and traits as you see fit you will have a custom faction which has the pirate appearance.
Update: added a replacement model for the incorrect Pirate Dreadnaught model, also an addon version for Imperium Aeterna is now available, just drop it into the ImperiumAeterna folder and its ready to go.
Summary: First of all huge credit goes to Jamesyoung79 and his excellently structured Sectoid mod, whose work was a tremendous help in my development of this mod.
Now you can play as the pirate faction. The pirate faction affinity provides the following effects, +50% bonus to industrial production due to extensive use of slave labor, +25% bonus to dust production from black-marketeering and drug running, +3 hero capacity as the pirates accept any hero while providing great rewards and freedoms to all heroes in their employ, pirates attack without restraint and without thought of "Retreat" and thus that battle card is not available to them.
Update: Version 2.0 released, please delete all previous files before installing as this version has been completely rewritten using modular code, now usable both as a playable race and AI opponent.
Further information is available in the mods home thread.
Summary:Adds the additional faction traits found in my Genetics Lab mod, and significantly extends the tiers available for the basic faction traits included with the game.
I have made every effort to balance this mod, all new tier costs are increased by a factor equating to the amount each level increases in power.
Please provide feedback about the balance of this mod so that I might improve upon it.
**Includes the Colored anomalies, exploitations, planets, and warnings from Evil Tacticians excellent Imperium Aeterna mod, all credits due thereto.**
Summary:This mod is identical to my Scions of the Endless mod, however this mod has been altered to satisfy those who want to play with any combination of traits they see fit.
This mod is in no way balanced nor is it intended to be, it is up to you to use your discretion to create a satisfying game experience.
**Includes the Colored anomalies, exploitations, planets, and warnings from Evil Tacticians excellent Imperium Aeterna mod, all credits due thereto.**
This addon pack includes my Playable Pirates ver 2.0 and Scions of the Endless ver. 1.0 mods, as well as Dagoberts Alternativ Galaxy Generator ver 0.4.1
The pack is designed to be dropped into the modding directory and will overwrite the necessary files in the ImperiumAeterna folder to integrate itself.
This addon pack cannot be used without Imperium Aeterna already installed.
All credits for Imperium Aeterna go to Evil Tactician, and all credits for the Alternativ Galaxy Generator go to Dagobert, thank you both for providing the community with such excellent mods.
You can download the addon pack at the link below, installation instructions are also included in the zip.
This mod started as a combat mod that improved the dynamic between all the modules found on ships to make combat more interesting. Combat cards and AI tweaks have been added later on and soon lots of other changes followed. The mod now covers most aspects of the game.
In order to have music (by default it's not included in the mod because it's too big to be zipped with it):
You need to copy your music folder (found in Steam\SteamApps\common\Endless Space\Public\Audio) into the FairFight directory.
WHAT DOES THIS MOD DO (List may not be complete)
-Rebalances ship modules
-Adds new Battlecards
-Rebalances Existing Battlecards
-Significantly improves AI (Ship designs, governors, colonization, battlecards choices, when to wage war, etc.)
Ship effectiveness is now dependent on ship health. As battle damage is taken stats are reduced by a percentage of the ship health, some automatic rounding does occur to the nearest whole number, cannot be avoided. Example: If a ship at full health (450) moves 6 PC, then a ship at 100 health while move 1 PC (1.3333) 100/450*6=1.33333 rounded down to 1.
Movement - Speed and FreeSpeed
Offensive Weapons Damage Min Max (Laser/ Kinetic / Missiles)
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